When texturing ramp attributes you must texture the individual indices. This is powerful, as one can use different textures for different indices or even texture the indice left to right position. Select the indice and then right mouse on the selected value label. You can then choose to create a texture off the popup.

Duncac - of course I know I can use texture to each one color of the ramp shader, but thats mean that Imust use several textures or remap one with three different utillities. Is this how ambassador achieve this beautiful effect?

Often times you only need to map one indice.. especially if the other indice is black... but I understand your problem.

Perhaps a useful addition to the ramp shader would be gain(scale) and possibly offset attributes for each of the ramps. This would allow you to texture a single attribute and yet still edit the ramp colors.

Quote:Originally posted by Luki Duncac - of course I know I can use texture to each one color of the ramp shader, but thats mean that Imust use several textures or remap one with three different utillities. Is this how ambassador achieve this beautiful effect?

For the hulk skin I used 1 color map in the ramp and an almost black color on the side. Using multiple maps would give you greater detail and control. Anyone have renders using the shader? I would be interested in seeing it if you do.

From hypershade go down to the shader tab and find the textures you want or might use.
Then right-click and select import.
Once youv'e done this on a few, minimize Hypershade.
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Find the modeling object and right-click and hold down dragging down.
Then select assign existing texture, where you should see the textures you imported.
I don't know if this helps but since I learned this it's been amazing.
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Also a question, has anyone using Maya had the experience where it seems like it has opened a part of your mind?

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